Perhaps a step or two above the other thousands of autoroute clones frequently mislabeled as both "eastern" and "MMO", but there is very little to redeem this or make it any more noticeable. Play one, played them all, so no, SW Online barely managed to keep my attention for half a minute. I gave it five minutes of grinding monsters before the mundane repetition of playing another re-skin of another clone that combines approximately half of my favorite feature from barely one game genre made me wonder WHY. Competent, but originality is more of a priority than yet another R2/Proficientcity/blahblahblah wannabe.

Fantastic: how about you write instructions for your game that contradict the in-game ones? One run-through is more than enough not to waste any more time on it. Competently done, but this has zero longevity.

Kong version substantially more bug-stuffed than the *koff* AG-hosted version; echoing the earlier comment regarding the 5th boss and the sporadic inability to move. Loved the game... "elsewhere", but this one is far less playable.

(3/3, and apologies for the exhaustive rant)
Does experience carry any kind of benefit, other than opening trap-slots? I persevered through to (player) level 9 before wondering why I was bothering any longer. Retro look and style? +1. Awful upgrades? -1. Replacing strategy with repetition? -1. Thinking that might lead to a Steam Greenlight in its submitted but allegedly 'alpha' form? -1. Much more playtesting on fundamentals before this goes anywhere, sadly, because the premise could have been great.

I wish there were more vocal people like you. I really appreciate what you've written here. As a game developer who gets to play his own game every day for obscene number of times, it is now almost impossible for me to view my game from a different perspective. And your comments just refreshed my perspective. For that, I am grateful. Expect much better levels in the future. Let me explain some of the questions you raised. 1. The mid-battle trap upgrades are not balanced yet and its stats are completely arbitrary. I deeply regret not removing some of the non-functional features like this before submitting the game here. It is our fault. 2. Levels gained throught experience grants you gems which you can spend on passive trap upgrades after pressing the undocumented hammer button on bottom left corner in the world map. Again, we've failed to add the relevant tutorial to inform players about this.

2) I like the learning from mistakes aspect; I like having a level that is immediately straightforward, and I also occasionally enjoy having my inner masochist taunted for not being quite so cerebrally limber any longer. However, a game should first and foremost be entertaining, and I am neither patient nor forgiving enough to slog my way through multiple replays of a level, only for my reward to be a moist and slightly lumpy fart of an upgrade that is not only overpriced, but also carries about the same impact on the gameplay as that very same moist and slightly lumpy fart.

1) I think this game is irrefutable proof that I am getting old, because I used to love this kind of thing. This is either a perfectly-honed example of a truly strategic game, or else just an infuriatingly-poorly balanced way to torment perfectionists (or at least, ex-perfectionists like me) with a marginally less exacting version of the infamous pixelhunt more frequent in Difference games, here applied to the trap-defender genre. Yes, there IS a way to beat every level; there is, in fact, close to only ONE way to beat every level, and turning something typically strategic into something that beats you over the head for not being quick enough with that Snare trap while contending with the annoyance of the screen deciding that it wants to move because of the cursor/screen positioning is not quite my idea of fun.

Further playing has highlighted a very annoying loophole: upon deciding to NOT place my chosen 'tower', I have not found any way of cancelling the selection.
Further punishing is achieved through ensuring that the full cost of the unit is deducted from my already meagre gold reserves. Come Monday morning, I suspect I shall be hiring from a new medieval mercenary agency that is less exorbitant. Any notion as to minimum wage for self-equipped yet largely incompetent archers and mages?

I recall why I stopped playing this on Armorgames: that infuriating mechanic of having a dollar sign in the upper left, and a shop to spend all your hard-earned cash from slaughtering strangely affluent zombies, but no actual figure telling me how much I have and even worse, no figure telling me how much I NEED to have in order to 'upgrade' my gear. Respectable game, as expected from Iriysoft, but making the "upgrade" portion guesswork? No thank you.

I have stopped playing this and come back to it some six or seven times in the last few hours, and cannot decide if I love this or hate it. The grinding for upgrades is something I feel ambivalent about, and there is an almost tangible sense of achievement on actually getting a perfect level score. Not quite at the point of hitting the "Hard" levels yet, since it largely seems to be a case of unlocking and levelling the next upgrade and THEN returning to levels, but... wow. Certainly given me plenty of replay, and likely an ulcer or two. TD that is not cookie-cutter? +1. TD that is not "spam one overpowered type of tower to win"? +1. TD with persistent upgrades, in addition to in-level upgrade system? +1. Okay, yes I really like it.

Unsure of the specifics here, because this COULD conceivably be legitimate, but this was out MONTHS before so... apply whatever knowledge you have of a company that employs more graphic re-skinners than programmers: https://apps.facebook.com/hero-defense/ This is, apparently, "a completely different game", but other than the inclusion of some splash artwork and a tweak or two to some in-game menus... not sure how this one does it, but the FB one GIVES you in-game money every six days after the first week and via an upgraded "mine", so I shall certainly not be handing these charming people anything other than the disdain and contempt their efforts invariably engender.

Perhaps I am doing something grossly wrong, but a game that features the word "Clicker" in the title should give me substantially more than four things to click, one of which being a button to reset all the progress I never made due to the OTHER three things being menu buttons. 1/5

Honestly not sure what to think of this one. It certainly seems to fill the niche that was crammed near to bursting during the early GBA and PS1 days, though without quite as much variety as certain titles featuring, say, "Final Fantasy" in their titles, though it very nearly scratches my Vandal Hearts itch. Maps show some variety, and I was contentedly motoring and upgrading along with my original crew, before managing to recruit a new character and hitting what felt like a Paywall. Characters suddenly started dying in fewer and fewer hits, there were no "early" maps to try and level new characters on, support and tank characters were virtually impossible to make any headway with without grossly overboosting their attack statistic so they could actually KILL things... and a cleric that does not heal, only "prevent further damage"? I understand the "no energy, but buy HP!" tactic, but there needs to be some serious consideration on the "XP fer kills" mechanic.

Ending is tacked together and riddled with inconsistencies, even with 'parody' character names. That said, Iriysoft: I like what you guys do.
There have been any number of enjoyable little upgrade-grinders released by your studio, and I have been a fan ever since Cursed Treasure, with varying degrees of fervor for what has followed since. This... this is very much a composite sort of game, without actually ever being one or the other. Idle aspects, progression aspects, the ubiquitous, ever-lurking Shop... it is all here, but the involvement really is not.
All of which makes me wonder just how close the developer is to perfecting the "Grindle" - grind/idle - sort of AFK-mode so favoured by certain MMO developers. IMPLEMENTING it as a choice, rather than making it the sole style of gameplay, would definitely make me inclined to... digress, apparently.
I liked it and had no lag issues on a four year-old laptop with terrible specifications. 4/5, Iriy. :D

Hmmm... equal parts bullet-hell, avoid-everything-because-it-one-hit-kills-you, and BWAHAHAHA-Restart-after-every-death. After finding the streamlined 'upgrade' system after a few distracted attempts and finally paying attention to what I was doing, I was mildly entertained, which gives you a solid 4/5, because there are a number of basic familiarisations. The non-permanent upgrades are -1 for 3/5, the restart from scratch after every death is another -1 for 2/5. Starting with Fibreglass Fighter v0.01 is fine for the first three or four turns, but the appeal drains away staggeringly quickly after that when I learn that I can never do anything about it, and being so harshly penalised for a single mistake is a surefire way to ensure I simply click something else. A few basic mechanics-tweaks, and you may have something really quite endearing.

Many thanks for the fond memories; this, however, is an extremely shallow and apparently completely randomised version of what was - at least, WAY back then - an interesting little subplot. Good attempt, but without the means to better your deck, this is a nostalgic way to spend three minutes.

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